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12 hours ago, Cairath said:

I uploaded a possible crashfix for flow splitters. Since the crash is extremely random to me I tried to cause it with a few saves  now to no avail, but if it still crashes for someone please let me know. (@Tourman)

Also uploaded fixed Paint Walls and Wallpaper -- something changed and bork them in the latest patch -- sorry for that

Have you tested the Pharma chambers with my previous save? I could not for the life of me get rid of the slowdown until I removed them and replaced with beds. Also on that note, can you make Pharma chambers heal more than regular beds? From what I can tell they are the same, which doesn't justify the use of electricity.

Thx for the nice mod,I want to ask some question b4 i was gonna to try some mod.

could i reverse the save game after using mod?(the base was 2k cycle lol)I mainly interest in some QoL change like water sieve temp fix.ranch last 3 day etc.
what will happen if I try to put on other ppl mods will it crash?
thx for answering my newbie question

btw could we have an mods that oil well that keep emitting nat gas (like oil rig burning nat gas?)

 

All of my mods are removable except for the Palmera Tree. -- the game doesn't like it when you take away its food, apparently.  If a game is saved with the palmera tree mod you need to have it for that save. All other mods, when removed, either stuff will just have no mod effect (like sieve will go back to 40C output) and custom buildings will disappear from the game when you load it.

Mixing with other mods: I don't know of any incompatibilities between mine and trevice's or Etiam's mods, the safe rule of thumb should be "do those two mods mess with the same stuff?" But generally they all play along

Edited by Cairath
  • Haha 2
14 hours ago, Cairath said:

All of my mods are removable except for the Palmera Tree. -- the game doesn't like it when you take away its food, apparently.  If a game is saved with the palmera tree mod you need to have it for that save. All other mods, when removed, either stuff will just have no mod effect (like sieve will go back to 40C output) and custom buildings will disappear from the game when you load it.

Mixing with other mods: I don't know of any incompatibilities between mine and trevice's or Etiam's mods, the safe rule of thumb should be "do those two mods mess with the same stuff?" But generally they all play along

little tree deserve more love lol.
I got a OCD to make every water go through sieve 40C + or I feel like losing something lol

Edit:installed the steel ladder mode,it work fine show up in game,but it has a strange name call :Wallpaper ??did I install the mods incorrectly?

Edited by badgamer123

@Tourman Works fine for me :(

3cb88fb807.png

Not sure why your game would handle transparency differently, buuuuut I added one more thing to enforce it in the mod right now, so please re-download the newest version.

4 hours ago, Simulacrum said:

for a stone hatch to lay a smooth hatch egg you changed it to metal ore but did not add metal ore to diet so you cant bread smooth hatch's

Thanks, uploaded a fix

7 hours ago, Cairath said:

@Tourman Works fine for me :(

3cb88fb807.png

Not sure why your game would handle transparency differently, buuuuut I added one more thing to enforce it in the mod right now, so please re-download the newest version.

Thanks, uploaded a fix

I did a git pull and it deleted all the dlls, was it supposed to move everything onto the zip files? Anyway I figured it out - if you build with granite it's transparent. Other materials work OK.

 

y8jrlph.png

Edited by Tourman

Yep, I've moved mods to zips so that they are easily downloadable on github and allow me to put other stuff in their folders (like configs). There's also a zip called ^CompletePack.zip that has all the folders at once, should someone want to download all of it.

Thanks for finding the granite issue -- I guess I'll check each material separately and add edge cases for those that don't want to behave.

46 minutes ago, Cairath said:

Yep, I've moved mods to zips so that they are easily downloadable on github and allow me to put other stuff in their folders (like configs). There's also a zip called ^CompletePack.zip that has all the folders at once, should someone want to download all of it.

Thanks for finding the granite issue -- I guess I'll check each material separately and add edge cases for those that don't want to behave.

Like would you be able to keep the dll folder? Not sure about others but I just clone your repo locally and just pull updates. Makes it easier to drop in updated mods.

been using the wounded go to med bed mod
it work great ,but if you got a lot of injure(I was cheap design a part of hot place no atom suit) mine was 6 bed + 1 chamber
now when i get to like 8-9 guy need to go to med bed If I order the almost healed(90 hp+) one leave the bed it will very fast auto assign back to that bed.It could easy work around by scroll down to find that almost dead dupe and assign him the med bed.However it make the mod much less effective.
It also seem to insist heal everyone to full(if I unassigned them from med bed with 98 hp they will go out walk a bit and come back reassign them too the mod test said light injured or worst will go to bed)
thx for great mod it save a lot of time already

EDIT:btw wall-paper steel ladder...could we move the icon closer to top like other ladder?

20190125204014_1.jpg

Edited by badgamer123

@Tourman The mods don't need to be taken out of the folder now -- I actually see now that they're just dlls in the zip, not the folders.. I'll fix it later today. For 'easy and quick' there's a zip called ^CompletePack.zip - you can simply drag the folders to the Mods folder. The folders themselves soon  will be crucial, I'm working a bigger manager with configs.

 

@badgamer123 The only thing that could be done would be to disable it for light injuries, which I won't do. You can manually assign some other dupe, but the auto assignment works on a first-come-first-serve basis (just like the original assignment for slimelung, it uses exactly the same mechanic). Not sure if I can modify the sort order there, I can take a look later - never really thought of it.

 

Everyone: I published my discord server link a while ago on github, forgot to link it here: https://discord.gg/jcZ4M4e

For people interested in the development of my mods or website, or help with modding in general - I'm there close to 24/7 with breaks for sleeping, so if something explodes I'm quicker to contact over there :p

 

 

35 minutes ago, Cairath said:

 

@badgamer123 The only thing that could be done would be to disable it for light injuries, which I won't do. You can manually assign some other dupe, but the auto assignment works on a first-come-first-serve basis (just like the original assignment for slimelung, it uses exactly the same mechanic). Not sure if I can modify the sort order there, I can take a look later - never really thought of it.

 

Everyone: I published my discord server link a while ago on github, forgot to link it here: https://discord.gg/jcZ4M4e

For people interested in the development of my mods or website, or help with modding in general - I'm there close to 24/7 with breaks for sleeping, so if something explodes I'm quicker to contact over there :p

 

 

Thx for reply
darn that crazy modding lol
The problem mostly come from dupe at 90+ hp should removed the light injuries buff on them but it seem the game remember he was light injuries.....

Edited by badgamer123
1 minute ago, badgamer123 said:

The problem mostly come from dupe at 90+ hp should removed the light injuries buff on them but it seem the game remember he was light injuries.....

The dupes generally don't leave beds until fully healed - the mechanic wants them to finish their 'treatment'

Finished my newest mod - Wireless Automation.  (downloadable here)

What does it do? Imagine a wifi router - you're getting 2 new buildings: wireless emitter and receiver -- emitter has an automation input and wirelessly emits that signal on a set channel. Receivers wirelessly listen to that signal (on the same channel) and further sends the signal by wires.

You can have multiple receivers listening on the same channel - they will receive the same signal from the paired emitter. Adding multiple emitters is technically possible, but it'll create 'interference' (as in the game will actually check for only one emitter on the channel so it's accurate as long as there is only one emitter giving signal on one channel)

Default channel upon construction is 0, possible channel range: 0-100. Both buildings take 50 refined metal to build and 100W to operate.

More specific timing: the receivers check for signal every 200ms, so it is not instant - but hey, wireless never is! :p

 

be43244d8c.gif

 

Additionally, I corrected how zips are generated. The proper way to install the mods is

.../Mods
       /ModName
              /ModName.dll

 

There is no need to take the .dll out of the folder - please keep them inside the folders (but unpack the zip!). I will be adding configs and additional files to my mods soon and folders will keep them organized.

 

In case of any problems with the automation, please report! I've tested it and everything seems to work alright so far.

 

Edited by Cairath

The game uses .NET Framework 3.5 which is mostly a Windows thing, but I think there might be tools that would allow you doing that on Linux - I am not sure about that, I do all .NET programming on Windows. But definitely the first thing would be getting .NET to work (and not the cross platform .NET Core) then proceeding as you would on Windows.

Updated and recompiled mods for Q2-306320 - preview branch

'master' branch in repository always has mods for the LIVE game  branch (currently Q1)

'Q2' branch has mods compiled for preview branch Q2: link here: https://github.com/Cairath/ONI-Mods/tree/Q2

 

mods that are incompatible with the new patch and need to be updated in order to work on the preview branch:

- Algae Grower

- Piped Algae Terrarium

The other mods are compatible with both Q1 and Q2 but I always recommend updating to mods compiled with the latest game files.

 

Other fixes:

- Wallpaper and Paint Walls: fixed granite being transparent

- Steel Ladder: fixed copy-paste gone wrong, the Steel Ladder is now again named Steel Ladder instead of Wallpaper

 

 

Edited by Cairath

Just a heads up it would seem people will need to update Colorful Shinebugs as well. 

Haven't tried the Q2 update yet but with Q1 version I have no colors.

Oh and the wireless automation thing is sick. Great job!

Edited by UnderwearApp
18 hours ago, Cairath said:

The game uses .NET Framework 3.5 which is mostly a Windows thing, but I think there might be tools that would allow you doing that on Linux - I am not sure about that, I do all .NET programming on Windows. But definitely the first thing would be getting .NET to work (and not the cross platform .NET Core) then proceeding as you would on Windows.

I will try to install visual studio community in a VBox , by the way , how hard can be to create that the autosweep arm do the harvesting ? 

16 minutes ago, Sebastiangperez said:

I will try to install visual studio community in a VBox , by the way , how hard can be to create that the autosweep arm do the harvesting ? 

I won't know unless I try, but I've got multiple 'robots' in mind, harvesting one of them, so possibly will find out soon =P

 

@UnderwearApp works fine for me :( just checked both ranching rebalanced and colorful shinebugs (they use the same code for colors anyway)
are you sure they're installed fine?

Yeah I have the dll in the folder. I will try with the newly compiled versions.

 

Maybe I'm mistaken but I seem to remember it making even normal shine bugs different colors. Mine are still all the same. Is there another file I need? Seems weird that yours are working and mine aren't.

 

I am not using ranching rebalanced by the way.

Edited by UnderwearApp
14 hours ago, UnderwearApp said:

Maybe I'm mistaken but I seem to remember it making even normal shine bugs different colors. Mine are still all the same. Is there another file I need? Seems weird that yours are working and mine aren't.

You're not mistaken -- they should be slightly more yellow. Could you spawn other bugs with sandbox and see if they're all not working for you?

 

@ToiDiaeRaRIsuOy Yup, it's a small change, I can drop one very soon. It's drywall, tempshift and what? Which windows?

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